Waldstein is an old man who lives eternally within a body that is part man, part Void, and whose past is mostly a mystery. What is known is that hundreds of years ago, Waldstein was originally a high ranking member of the Licht Kreiss organization. After a fateful battle with Kuon where he ends up barely saving Waldstein from turning into a void, Waldstein leaves the Licht Kreiss organization and joins the Night Blade after being moved by Kuon's honorable deed. Waldstein served Night Blade for many years, operating alongside Night Blade's "Princess," until its eventual ruin. Now, Waldstein still serves Linne in her quest to search for a means to end her immortal life, both as her right-hand man and as her fierce protector.

Having been in countless battles with his custom made claws, Waldstein enjoys fighting skilled opponents and is always prepared to accept a challenge. Despite this, he still contains a small side to him that is softer and compassionate, especially towards Linne. Waldstein is extremely loyal to her, following her orders without question whilst constantly worrying about her well-being.

On this particular Hollow Night, Waldstein receives a message from the Amnesia organization, "The Hollow Night is upon us, let us settle this." To protect his master from an imminent attack by Amnesia, he sets out in search of the organization's headquarters alone.

Extremely long-range normals that have faster than average startup for their size.

Despite being a grappler, Wald can still find an opening from many different positions thanks to his variety of normals.

Several lengthy disjointed command grabs.

20k health; highest tier of health in the game

Although his 5C is fairly slow, it covers a massive amount of range as he lunges towards you.

Solid array of assists that have huge hitboxes and leave you in hefty multihit blockstun.

Has a menacing frame 0 command grab distortion with large horizontal range.

Wald's other 236B+C distortion puts you directly in the corner.

Thanks to the game mechanics, Wald can defend himself and cover his slow approaches properly with Reject Guard and good assists.

Has some of the lowest ground mobility in the game.

His Reversal Action is poor: despite having plenty of invulnerability, it is slow and only hits opponents in front of him on the ground.

No projectile (Although, the correct assist can make up for this if/when Wald's partner is available.)

While deceptively smaller than his visuals suggest, Waldstein still has a massive hurtbox compared to most of the cast which makes him vulnerable to ambiguous crossovers and instant overheads as well as character specific combos.

Longer than average startup on normals often leaves Waldstein vulnerable in pressure situations

Generally your poke with the most well rounded coverage. Massive horizontal and vertical range.

5BB

2600 [Punch-2000]

All

11+30

-

-

0

If close enough, grabs and wallbounces opponent off the wall.

If too far or too high, will punch and wallbounce opponent, but they will not bounce as far.

Jump cancelable on hit.

Waldstein's main combo tool on the ground. The wallbounce from the throw version of this move can combo into basically anything, including a 2C link to reset your gatlings. Common followups are 2BB, 5AAA, 2C, or j.214B.

Keep in mind that the punch followup from this can be interrupted by reversals after an opponent blocks the first hit. However you can reverse beat into 2A to cancel the punch safely

Wald's assault-style overhead. Fairly slow and reactable, but also the longest 5C in the game. It also makes Waldstein as one of the two UNI characters to have completely different 5C move (in this case, Assault j.B), unlike other UNI characters who instead reused some used jump attacks for 5C instead of unused ones.

Courtesy of Waldstein's extremely low walkspeed, this is sometimes Waldstein's most consistent reaction punish to certain blocked Distortion moves. A decent move also to counter other low pokes and ground level projectiles due to the hopping animation.

Body splash move that can be used to bait anti-airs or set up crossups. Bear in mind that it is unsafe on block, meaning it should either be spaced with care outside of range from fast normals, or covered by an assist.

Huge horizontal hitbox, but crappy vertical hitbox and a ton of startup. This makes Waldstein's reversal highly inconsistent against most air based approaches, especially factoring that he can only trigger the more damaging hit grab sequence on grounded or knocked down opponents. On the plus side, the huge range is advantageous when defending against grounded blockstrings as not many grounded normals can strictly outspace Waldstein's reversal. Also has fairly short overall animation time so you can make it safe by throwing out an assist first. Can be hit confirmed from the long range knockdown from 5AAA (but not the close range restand).

Fast forward-moving single swipe attack. The hitbox is deceptively huge (it has a ton of forward range and reaches almost to the top of the screen) so it can be used to knock down and oki opponents who think they're far enough to safely zone or jump over you. Beware as it can be unsafe on block if done from too close.

Command grab. If the opponent is in hitstun, becomes a hitgrab that will combo after various moves, notably 5AAA.

B

0, 1000, 0, 7000

Throw

-

-

-

-

Longer startup but longer range.

Better for tick throws off 5A or 2A as you have to wait for the throw invul to end before you can grab them anyway, and the extra startup isn't enough to make it reactable either way. If you have an assist out, you can press D at the same time as the 214B input to switch to the other character while the throw animates and get a combo after.

Waldstein's least impressive assist in terms of block pressure and hit confirmation options, but still potent. The combined range and startup of this assist is particularly good for controlling space in neutral, and you can actually combo straight into another 5P or 4P when canceling this move into Cross Combo.

Very strong assist both for lockdown and creating ambiguous crossover situations due to the extremely generous hit/blockstun generated by the three hits of this move. Also an ideal assist for covering your own reversals.

When canceled via Active Switch or Cross Combo, the first hit causes a hard knockdown.

Waldstein's fastest assist. Relatively short horizontal range but good vertical range on the first hit. Point character can cross up between its hits. When canceling the move early, the first hit has absurdly long hitstun, enabling a variety of combos afterwards.

Despite appearances, this is a throw, which means they need to jump to avoid it. Primarily for combos and punishes; not 0f after superflash so if you are trying to mix up the opponent, use the other super instead.